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Author Topic: [WiP] 6p_frozen  (Read 5877 times)
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Steinmarder Offline
EIR Veteran
Posts: 404


« on: February 01, 2008, 12:51:06 pm »

Used iggi's snow atmosphere settings to create a winter map.

some old, forgotten train station in the middle of nowhere in the norwegian (or russian, you may pick what you prefer Smiley ) winter, wich gained tactical value due to the freezing of the rivers and canals in the region.

A small camp has been set up and supply is delivered via trucks to the frontline troops from here.

--

so much for the "story", some screenshots:
let me know what you think

[attachment deleted by admin]
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Klagt nicht, kämpft!
Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #1 on: February 01, 2008, 01:15:07 pm »

I really like the idea of a frozen river which can be crossed. You should add some breaks in the ice, if it isnt too tricky.

There's been alot of snow maps lately
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #2 on: February 01, 2008, 01:31:09 pm »

I'm only worried that the ice river is too wide
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #3 on: February 01, 2008, 01:56:26 pm »

The only important thing is the sector layout.
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Nobody Offline
EIR Regular
Posts: 19


« Reply #4 on: February 02, 2008, 02:47:16 am »

If you use heavy snowfall as the weather your snow surface should be smoth clean white, i advise you use the sand base as texture, the texture you are using looks like someone has been walking all over the terrain, thats not the look of fresh snow.
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iggi Offline
Community Mapper
*
Posts: 184


« Reply #5 on: February 03, 2008, 02:41:11 pm »

Looks pretty good man.  I'm inclined to agree with nobody; you may want to use one of the sand textures to get a smoother looking snow in large open areas where there wouldn't be much foot traffic. You can use the footprints/spline in "heavy traffic" areas; key points on river crossings/etc.

Really neat idea for frozen river!

There may be enough calling to shrink the river down some but play will tell.
Keep up the good work m8!

-i

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-iG-E
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #6 on: February 19, 2008, 03:29:06 pm »

I came to the point of first sector layout and getting it ready for playtesting, but im really troubled now wether it should be a 4 or 6 player map. It could be to large for 4 players to get a nice combat going, or have too few river crossings for 6 players to unfold their armies..

plz some of you have a look at the screenshot and share your thoughts with me.

As far as the sector layout goes, i will make it so that the combat should be tense and no "capping around" is possible if the river crossings are defended. (-> some of the light wood area on the sides uncappable)

The spawns are at the train station and coming out of the woods in the bottom of the screenshot (so the 2 roads coming from the broad sides of the map, diagonal (hope thats the word in eng) to each other on opposite sides of the river)

[attachment deleted by admin]
« Last Edit: February 19, 2008, 03:30:52 pm by Steinmarder » Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #7 on: February 19, 2008, 03:32:30 pm »

im tending towards 4 players, i think it could be defended too easy with 3 armies
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #8 on: February 19, 2008, 03:35:14 pm »

But then again it may be to much territory for 4p?
All depends on the sector layout. It really shoud only have 2 focus points imo. Not 5-6 territorys on the frontline.
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Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #9 on: February 22, 2008, 09:55:04 am »

* I think it'd be a lot more interesting if axis & allies fought vertically rather than horizontally on a tiny map.
Right now, each crossing but the middle one has a spawn point right at it, making it non advisable to attack there.
The few chokepoints also make it easily turn into a stalemate and easily defendable.

(When you do turn it into a vertical fighting map, obviously the industrial areas would need some revising else they'd be too easy to hold for the defender.)

* Map needs a LOT more graphical enhancing, right now it's just really plain.
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